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Old April 21, 2015, 07:34   #431
myshkin
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Quote:
Originally Posted by Ingwe Ingweron View Post
Angband 4.0 dev 9f6ea01

I think I have another replicable battle crash. Fighting Medusa, use the arrows of Slay Evil, inscribed @f1=g, and target her with the "*" key and "n" thereafter. Usually, within the first few shots, if not the first shot, there's a crash. This is on MacOSX. Attachment 1214 "f1*t (1st shot successful) n (CRASH)"
I was able to reproduce this crash on OS X, but not on Linux. Again the kind struct is garbled. I think the OS-specific issues are simply that the memory allocators behave somewhat differently. Near as I can tell, what happens on OS X:
  • The first arrow fires and lands at the feet of the player.
  • The second arrow fires and tries to land at the feet of the player. ranged_helper() calls drop_near(), which calls floor_carry(), to carry this out.
  • floor_carry() notices that the grid contains an object with which it can combine its drop argument (the second arrow), and calls object_absorb() to make them a single stack.
  • Unfortunately, object_absorb() calls object_delete() on the second arrow after creating the stack of two arrows.
  • Back in drop_near(), we check to see whether the item is ignored, in order to determine whether to say, "You feel something roll beneath your feet." ignore_item_ok() on the second arrow fails, as it eventually tries to access the flavor of the object, cleared away by object_delete().

Code:
Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: 13 at address: 0x0000000000000000
0x000000010006d2d7 in object_flavor_is_aware (obj=0x108931a98) at obj-identify.c:170
170		return obj->kind->aware;
(gdb) bt
#0  0x000000010006d2d7 in object_flavor_is_aware (obj=0x108931a98) at obj-identify.c:170
#1  0x0000000100071910 in object_is_ignored (obj=0x108931a98) at obj-ignore.c:545
#2  0x0000000100071a82 in ignore_item_ok (obj=0x108931a98) at obj-ignore.c:579
#3  0x000000010007cf5e in drop_near (c=0x10895e6d8, j_ptr=0x108931a98, chance=35, y=31, x=101, verbose=true) at obj-pile.c:871
#4  0x0000000100091ba1 in ranged_helper (obj=0x10895e5a8, dir=5, range=12, shots=2, attack=0x1000910c0 <make_ranged_shot>) at player-attack.c:641
#5  0x00000001000910ba in do_cmd_fire (cmd=0x100167fb0) at player-attack.c:759
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Old April 21, 2015, 13:52   #432
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Light radius does not show up on the Inspect screen for an equipped but not yet fully identified randart. When I put it on I get the message "You feel healthier! It glows!" and I can see from the C screen that it's marked as having Light, but the Inspect screen only shows the +1 constitution, no mention of the +1 light.
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Old April 21, 2015, 13:53   #433
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I am going to make some big claims. Please shoot them down if they need it.

Update ac26dbd fixes
  • Some more randart power discrepancies found by myshkin after lots of careful work
  • Crashes from opening chests
  • Crashes from shooting lots of arrows
  • Crashes from wielding stuff off the floor

So it turns out that there were two things going wrong.
  1. If something was wielded off the floor, and the player was carrying something similar, the floor item would be absorbed into the carried item, and the game couldn't find it to wield - my fix to this has demonstrably fixed Ingwe's =Digging crash
  2. As myshkin diagnosed, something could be dropped (or fired, or spewed out of a chest) and absorbed into a similar item on the ground, and the game then couldn't find it to check for ignoring.

Both these are now (I believe) fixed. In fact, I don't know of any reported crashes which can't be explained by these, so please report any time the game crashes from here on.

Thanks to everyone for their patience, and especially to myshkin for doing most of the work
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Old April 21, 2015, 15:30   #434
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See http://angband.oook.cz/forum/showthread.php?t=7196: ice attacks don't check vs cold resistance anymore.
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Old April 21, 2015, 19:20   #435
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Not sure if the battle crash reported here was fixed in the latest iteration. It wasn't one of the listed conditions.

http://angband.oook.cz/forum/showpos...&postcount=306

EDIT: I'll let you know if I find another one in the current version.
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Old April 21, 2015, 21:27   #436
Ingwe Ingweron
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Angband 4.0 dev ac26dbd

Are enemy Mana Bolts now super-powered?

Just ran into Baphomet and the monster description shows he can cast a mana bolt for 1566 damage! Checking out some of the other monsters:

Sauron and Morgoth: Mana Storm (1600) same as Mana Bolt (1600)

That's messed up.
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Old April 21, 2015, 22:05   #437
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Quote:
Originally Posted by Ingwe Ingweron View Post
Not sure if the battle crash reported here was fixed in the latest iteration. It wasn't one of the listed conditions.

http://angband.oook.cz/forum/showpos...&postcount=306

EDIT: I'll let you know if I find another one in the current version.
No need - I have just confirmed that it does fix that crash (if you're wondering how the story ends, the vampire dies and drops stuff )
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Old April 21, 2015, 23:06   #438
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Quote:
Originally Posted by Ingwe Ingweron View Post
Angband 4.0 dev ac26dbd

Are enemy Mana Bolts now super-powered?

Just ran into Baphomet and the monster description shows he can cast a mana bolt for 1566 damage! Checking out some of the other monsters:

Sauron and Morgoth: Mana Storm (1600) same as Mana Bolt (1600)

That's messed up.
I suspect this is a reporting problem rather than a damage problem, but am still looking into it.

EDIT: Confirmed - it affects monster memory display but not actual damage done, and will be fixed in the next update
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Last edited by Nick; April 22, 2015 at 00:20.
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Old April 22, 2015, 14:33   #439
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Update be2a114 fixes
  • Ice attacks not being reduced by RCold (thanks PowerWyrm)
  • Stupid damage numbers in monster bolt and ball attacks
  • Numerous pricing problems

In fact, the last two were related, as miscalculating spell damage affected monster power, which affected object power, which affected prices (and in fact randarts a little).

Please report any pricing weirdness - I think it all should be as for 3.5.1 now.
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Old April 22, 2015, 15:38   #440
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In 3.5, looking at a blade of chaos on the floor was mentioning the obvious "provides resistance to chaos" in the info. It's not the case anymore. Is that intended?
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